50 |
0 |
0 |
0 |
0 |
30 |
0 |
0 |
0 |
Take a running jump..... | |
---|---|
Statistics | |
Difficulty | Taxing |
Level # | 24 |
No. of Lemmings | 100 |
To be Saved | 99% |
Time | 3 Minutes |
Level Chronology | |
Previous | King of the castle |
Next | Follow the leader... |
Take a running jump..... is the twenty-fourth level of the Taxing difficulty in Lemmings. Not to be confused with TAKE A RUNNING JUMP !! from Lemmings 2: The Tribes.
Strategy[]
After all the very hard levels preceding it, this is a comparatively easy one and thus a welcome break.
Turn the second to fifth Lemmings into Builders to slow them down while the first Lemming walks ahead and builds over the gap in the ground. As Lemmings slide down the rock face to ground level, you'll notice that to the right is a crude stairway where the opening is one pixel wide, which is enough for a Lemming to slip through. If any Lemmings walk up that passage, they will find themselves walking back to the left up on a tall ledge and eventually fall to their deaths.
To prevent this fate. Have the lead Lemming build at the last brick before the passage to seal off the pixel-wide entrance and use additional Builder skills to slow other Lemmings down. Once the passage is sealed and the Lemmings turn back left to the exit, raise the release rate to 99. Once more Builder skill will be needed to get over the steel blocks where the exit sits.
It is also possible to seal the pixel-wide passage by having the lead Lemming build directly in it. This will trap him into the wall itself but allow all the other Lemmings to turn back. Thankfully, this level allows one casualty so this Lemming can be nuked once the others have made it to the exit.
SNES / Windows-95 strategy[]
The height of the ledge has been reduced, meaning a different solution is possible which allows players to watch Lemmings escalate the passage without fear of seeing them die.
Use as many Builders as it takes to bridge the gap above the exit without losing any Lemmings. When a Lemming has scrambled down the rock face to the floor, start building a ramp, and continue this until it extends under the upper-right ledge; while the ramp is being built, up the release rate to 99. By the time the Lemmings have climbed around the right hand side of the level and fallen off the ledge, the drop will be reduced to a safe one. All that then remains is to build another ramp from the chain to the exit.
Atari Lynx strategy[]
Have the first Lemming build over the gap in the floor above the exit while the second Lemming is also made a Builder to slow him down. The first Lemming to fall down the rock face should build over the miniature gap between the bricks leading to the secret passage. Repeat this for the second miniature gap with the next Lemming that comes along. Raise the release rate to 99 once all Lemmings can safely turn back towards the exit.
Version differences[]
- Atari Lynx
- Only has 40 Lemmings and 39 must be saved.
- The word "Death" has been removed.
- There are miniature gaps between the bricks leading up to the secret passage that will cause Lemmings to fall off the map.
- Macintosh
- Only has 80 Lemmings and 98% must be saved (79 of 80).
- Because the height at which they can climb over obstacles has been reduced, Lemmings will turn around at the far right passage rather than escalate it, making this level even easier.
- SNES
- The word "Death" next to the trapdoor is replaced with "Terminate" in non-Japanese versions. That longer word pushes the Entrance portal left next to the chain, giving the Lemmings a slightly longer path to the exit.
- 2006 Remake
- 4 minute time limit.
- Wider gap at right makes that area more difficult to seal off.
- No text.
Access codes[]
- Acorn Archimedes / Atari Lynx: LEMMINMORE
- Amiga: HLFHFINEHV
- DOS: JNNHGMOEHX
- Macintosh: ILFLGONEHR
- SNES: MHNNCPC (NA) / HCINIGU (JP) / PTPMJDV (EU)